121 lines
4 KiB
Lua
121 lines
4 KiB
Lua
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---@meta
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---@class cc.Sprite3D :cc.Node@all parent class: Node,BlendProtocol
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local Sprite3D={ }
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cc.Sprite3D=Sprite3D
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---*
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---@param enable boolean
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---@return self
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function Sprite3D:setCullFaceEnabled (enable) end
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---@overload fun(string0:cc.Texture2D):self
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---@overload fun(string:string):self
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---@param texFile string
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---@return self
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function Sprite3D:setTexture (texFile) end
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---*
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---@return unsigned_int
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function Sprite3D:getLightMask () end
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---* Adds a new material to a particular mesh of the sprite.<br>
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---* meshIndex is the mesh that will be applied to.<br>
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---* if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite.
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---@param meshIndex int
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---@return cc.Material
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function Sprite3D:getMaterial (meshIndex) end
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---*
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---@param side int
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---@return self
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function Sprite3D:setCullFace (side) end
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---* Get meshes used in sprite 3d
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---@return array_table
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function Sprite3D:getMeshes () end
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---* remove all attach nodes
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---@return self
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function Sprite3D:removeAllAttachNode () end
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---@overload fun(cc.Material:cc.Material,int:int):self
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---@overload fun(cc.Material:cc.Material):self
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---@param material cc.Material
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---@param meshIndex int
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---@return self
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function Sprite3D:setMaterial (material,meshIndex) end
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---* get mesh
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---@return cc.Mesh
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function Sprite3D:getMesh () end
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---* get mesh count
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---@return int
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function Sprite3D:getMeshCount () end
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---* get Mesh by index
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---@param index int
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---@return cc.Mesh
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function Sprite3D:getMeshByIndex (index) end
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---*
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---@return boolean
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function Sprite3D:isForceDepthWrite () end
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---*
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---@return cc.BlendFunc
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function Sprite3D:getBlendFunc () end
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---* light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff
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---@param mask unsigned_int
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---@return self
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function Sprite3D:setLightMask (mask) end
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---* get AttachNode by bone name, return nullptr if not exist
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---@param boneName string
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---@return cc.AttachNode
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function Sprite3D:getAttachNode (boneName) end
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---*
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---@param blendFunc cc.BlendFunc
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---@return self
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function Sprite3D:setBlendFunc (blendFunc) end
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---* force set this Sprite3D to 2D render queue
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---@param force2D boolean
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---@return self
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function Sprite3D:setForce2DQueue (force2D) end
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---* generate default material
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---@return self
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function Sprite3D:genMaterial () end
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---* remove attach node
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---@param boneName string
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---@return self
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function Sprite3D:removeAttachNode (boneName) end
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---*
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---@return cc.Skeleton3D
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function Sprite3D:getSkeleton () end
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---* Force to write to depth buffer, this is useful if you want to achieve effects like fading.
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---@param value boolean
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---@return self
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function Sprite3D:setForceDepthWrite (value) end
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---* get Mesh by Name, it returns the first one if there are more than one mesh with the same name
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---@param name string
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---@return cc.Mesh
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function Sprite3D:getMeshByName (name) end
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---@overload fun(string:string):self
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---@overload fun():self
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---@overload fun(string:string,string:string):self
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---@param modelPath string
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---@param texturePath string
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---@return self
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function Sprite3D:create (modelPath,texturePath) end
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---* draw
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---@param renderer cc.Renderer
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---@param transform mat4_table
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---@param flags unsigned_int
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---@return self
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function Sprite3D:draw (renderer,transform,flags) end
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---* Executes an action, and returns the action that is executed. For Sprite3D special logic are needed to take care of Fading.<br>
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---* This node becomes the action's target. Refer to Action::getTarget()<br>
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---* warning Actions don't retain their target.<br>
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---* return An Action pointer
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---@param action cc.Action
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---@return cc.Action
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function Sprite3D:runAction (action) end
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---* set ProgramState, you should bind attributes by yourself
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---@param programState cc.backend.ProgramState
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---@return self
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function Sprite3D:setProgramState (programState) end
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---* Returns 2d bounding-box<br>
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---* Note: the bounding-box is just get from the AABB which as Z=0, so that is not very accurate.
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---@return rect_table
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function Sprite3D:getBoundingBox () end
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